Pelinor Posted October 18, 2011 Share Posted October 18, 2011 Well folks, I'm looking for some volunteers to test out my new mod. Thanks to a few new NVSE functions made by schlangster, it's essentially a new menu for adding/removing weapon mods. Feel free to download and try it out; feedback is appreciated. The readme:Name: The Weapon Mod MenuAuthor: PelinorVersion: 0.5Last Modified: Oct. 21, 2011 ===============Description:=============== Provides a new weapon modification menu for adding/removing weapon mods. ===============Details:=============== The Weapon Mod Menu replaces the existing menu when choosing to "Mod Weapon" in the PipBoy. You use it by pressing "X" as you normally would to open the mod menu. There are four main features added by The Weapon Mod Menu:-Removal of attached weapon mods-Specific information on the amount of improvement each mod gives-Information about all of the weapon's mods, even if you don't own any of them-The number of available mods in your inventory A very special thanks goes to schlangster, who created the new NVSE functions that make this mod possible. ===============Requirements:=============== Fallout New VegasMouse and KeyboardNew Vegas Script Extender (NVSE) from: http://nvse.silverlock.org/Fallout Mod Manager (FOMM) for the installer from: http://www.newvegasnexus.com/downloads/file.php?id=36901 ===============Installation:=============== Manual installation is not supported for reasons of complexity.The Fallout Mod Manager (FOMM) installer will be the only supported installation method. 1. Extract The Weapon Mod Menu.FOMOD from the archive.2. Double-click or "Open" The Weapon Mod Menu.FOMOD to add the file to FOMM's Package Manager or:2a. Launch FOMM2b. Select "Package Manager"2c. Select "Add FOMOD" and open to The Weapon Mod Menu.FOMOD3. Select The Weapon Mod Menu and "Activate" ===============Un-Installation:=============== 1. Launch FOMM2. Click "Package Manager"3. Select The Weapon Mod Menu and click "Deactivate" ===============F.A.Q.:=============== Q. Does this mod have controller support?A. Unfortunately not. The specific method in which the game implements the input for controllers prevents this mod from being able to intercept the input and show a new menu. It may be a limitation that is overcome or averted in the future. Q. All of the mods are grey and I can't select anything. What is going on?A. This is what happens you don't have any of the mod items in your inventory. Q. Why does my character equip the weapon every time I want to mod it?A. The unique nature of the weapon mod functions requires the weapon to be equipped for them to work. It is also necessary to re-equip any equipped weapons after modding so the weapon model is updated. ===============Compatibility:=============== There should be no compatibility issues, and none are known so far. ===============History:=============== 0.1 - Initial beta0.2 - Fixed menu width to match PipBoy screen; fixed the script breaking with < 3 mods; menu strings use different fonts for standard/DarnUI0.3 - Added FOMM installation script; added readme; implemented slight input delay after Attach/Remove is selected0.4 - Added new wmod_ext.dll provided by schlangster; fixed mod description for "None" type; updated description for several mod types; added message for "X cannot be modded."0.5 - Added check to keep condition percentage after modifying; fixed bug with not equipping new weapon; removed debug code ===============Contact:=============== Send a private message to Pelinor at New Vegas Nexus or at the Bethesda forums. ===============Credits:=============== The file NVSE\Plugins\wmod_ext.dll was created by schlangster and is distributed with permission.All other contents have been created by Pelinor. ===============License/Legal:=============== The contents of this package are not to be redistributed by anyone without permission. Link to comment Share on other sites More sharing options...
Fonger Posted October 18, 2011 Share Posted October 18, 2011 (edited) [several obscenities] post this mod in the regular downloads section now it already explained some problems I have with the alien blaster and why the alien device doesn't give me the mesh change ---- because there are 2 identically named alien devices and only one of them adds that strange shape :thumbsup: it also works with WME and appears to work with CFWNV btw for weapons that have no possible mods -- it just clicks instead of opening the menu --- possible program upgrade -> remove the upgrade X from the regular display Edited October 18, 2011 by Fonger Link to comment Share on other sites More sharing options...
jonnyeah Posted October 18, 2011 Share Posted October 18, 2011 Gave it a quick look over, and I am impressed. I would imagine it'll become a staple for anyone using WME or WMX extensively. One issue I have with it currently is the description for the increase zoom mods. As they're usually scopes, a percentage value seems a bit misleading. If it's possible, I personally would rather just see the description from the weapon mod in this case. Assuming their written in the same manor as vanilla, and the zoom increase value was figured out, "Adds a long-range scope." would give me a better idea what to expect then the percentage. Link to comment Share on other sites More sharing options...
Fonger Posted October 18, 2011 Share Posted October 18, 2011 strangest thing this works beautifully on the Win 7 machine but it just stares at me on the XP machineit equips the weapon but doesn't open the mod display Link to comment Share on other sites More sharing options...
schlangster Posted October 18, 2011 Share Posted October 18, 2011 strangest thing this works beautifully on the Win 7 machine but it just stares at me on the XP machineit equips the weapon but doesn't open the mod displayWhat happens when you open the console and type inplayer.PN_GetEquippedWeaponModFlags? Link to comment Share on other sites More sharing options...
Fonger Posted October 18, 2011 Share Posted October 18, 2011 strangest thing this works beautifully on the Win 7 machine but it just stares at me on the XP machineit equips the weapon but doesn't open the mod displayWhat happens when you open the console and type inplayer.PN_GetEquippedWeaponModFlags?was cross checking ---- X doesn't work when this mod is not in the load list either Something done cracked this setup however with this mod activated -- that returns > could not parse Link to comment Share on other sites More sharing options...
Fonger Posted October 18, 2011 Share Posted October 18, 2011 removed this mod through FOMM and X is working back like vanilla Link to comment Share on other sites More sharing options...
antistar Posted October 19, 2011 Share Posted October 19, 2011 Very nice work, guys. :) I was just testing it out and it works beautifully; I'll definitely be adding a link to this on WMX's Nexus page (maybe once it has a more permanent download location). There was only one issue I noticed, and it would only come up in relatively uncommon cases: if a weapon mod does not have an effect defined in the weapon record, the description in your menu for that weapon mod seems to be chosen randomly. (Or maybe not randomly; I just don't know how it's chosen.) The Laser Pistol Combat Sights weapon mod from GRA is set up this way; no effect defined because it's mainly a cosmetic change to the weapon. I did a similar thing with a weapon mod for the .45 Auto SMG in WMX-HonestHearts. When I checked them out just now, the Laser Pistol Combat Sights had ammo increase listed for its effect, and the .45 Auto SMG Night Sights from WMX-HH had damage increase - from memory. The mod effects are just set to 'None' in the weapon records for those weapons. Link to comment Share on other sites More sharing options...
schlangster Posted October 19, 2011 Share Posted October 19, 2011 (edited) however with this mod activated -- that returns > could not parseAlright, I attached an updated NVSE plugin, please test if that fixes it.You have to extract it to Data/NVSE/Plugins. Edited October 19, 2011 by schlangster Link to comment Share on other sites More sharing options...
Madcat221 Posted October 19, 2011 Share Posted October 19, 2011 Very nice work, guys. :) I was just testing it out and it works beautifully; I'll definitely be adding a link to this on WMX's Nexus page (maybe once it has a more permanent download location). There was only one issue I noticed, and it would only come up in relatively uncommon cases: if a weapon mod does not have an effect defined in the weapon record, the description in your menu for that weapon mod seems to be chosen randomly. (Or maybe not randomly; I just don't know how it's chosen.) The Laser Pistol Combat Sights weapon mod from GRA is set up this way; no effect defined because it's mainly a cosmetic change to the weapon. I did a similar thing with a weapon mod for the .45 Auto SMG in WMX-HonestHearts. When I checked them out just now, the Laser Pistol Combat Sights had ammo increase listed for its effect, and the .45 Auto SMG Night Sights from WMX-HH had damage increase - from memory. The mod effects are just set to 'None' in the weapon records for those weapons. Heheh.... I was Steamchatting wth Schlangster and I hypothesized that it'd throw a fit over those two null-effect weapmods... :) Sounds like it's not quite as bad as I thought it'd be though (I believe my words were "it would go WTF NO EFFECT *CRASH*" :P )... Link to comment Share on other sites More sharing options...
Recommended Posts